
Sir Thomas the Benevolent |

Let us just take a look inside. The trial is tomorrow and anything may be of help.
Thom listens around the hole, if he hears nothing he ties off his rope and puts knots in it before lowering it down. He casts light and then proceeds down the rope, letting Gaarm go first if he wishes. climb DC5: 1d20 - 2 ⇒ (13) - 2 = 11

Naxx |

"I don't think it would get much better if we waited any longer"
Naxx follows - bravely - after Gaarm and Sir Thomas

GM Bold Strider |

The hospital’s damp cellar, which contained Dr. Brada’s private workshop, escaped the fire remarkably unscathed. A pair of large water casks sits beneath the entrance shaft to climb upon. The cellar itself is some 15 feet high, and
is a mess, as the remains of Brada’s workshop have been flung about and otherwise thrown into disarray.
As you reach the bottom of the rope, you see that a ghastly trophy made of burnt heads dangles on chains from an iron candelabrum hanging from the ceiling near the shaft.
Unluckily, a gang of four ghasts lives in squalor in the cellar during the day, venturing forth to wander the swamps by night. They scowl as they see you drop down from the rope, but these four undead are ill-prepared for the might of the Saviors of Harrowstone. Sir Thomas quickly sends out a pulse of holy energy to disable them and Nizvit sends out a gout of flames to blind them. Naxx sends Ramas forth to leap onto one of the ghasts, ripping its head from its shoulders, as Gaarm methodically severs arms from two of the ghasts with swipes from Angrist.
The last ghast frantically looks from side to side for an escape, but Naxx is too quick and takes off the head of the last one with his scythe.
Buried among the debris in the cellar are 12 silver crossbow bolts in a quiver, a slightly melted gold belt buckle worth 15 gp, and an iron bracelet with silver filigree work depicting a moon eating an owl worth 75 gp.
The ghasts seem to have explored the ruins and came across several burnt bodies of the patients and Brada himself. You examine the charred heads and
can see that while most of the heads clearly display physical deformities, one does not. Also among the ruins are numerous shards of charred, broken glass, but a you find one unbroken vial that has rolled into a corner. The label on the vial is very damp, but the words “Vorkstag and Grine, Chymickal Bleach” are still clearly visible.
From the description of the legal briefings, the undeformed head is likely Dr. Brada's.

Nizvit the Kobold |

Nizvit looks about. Trying to see if there might be any magical baubles that might be laying about
Detect Magic
"Thezzzze poor peoplezzzz. Glad we zzztopped thezzze thingzzz"
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Sir Thomas the Benevolent |

We should look about for some more clues, and perhaps have these people buried. I am going to look over the bodies to try to determine cause of death, could you guys assist?
heal: 1d20 ⇒ 16

Gaarm |

At least bring the head with us. Maybe we can get one of them cleric types to speak with it?
Gaarm suggests as he continues to dig through te rubble, looking about for any clues. So far they have nothing that is sure to help Andrew besides their words.

Gaarm |

Gaarm wipes his hand across his forehead. He sits down to catch his breath. Well. The trial is tomorrow. I am exhausted but should we see if we can find a cleric to speak with the doctors head? Or head to bed and make the trial early in the morning?

Sir Thomas the Benevolent |

I agree, we should find a cleric to cast speak with dead. Or at least find a scroll or wand.
Sir Thomas will gather what was found and lead the group back to town.

Naxx |

Naxx follows and starts to make inquiries about locating either a cleric or a scroll capable of speaking with the dead.
Diplomacy (gather information): 1d20 + 9 ⇒ (15) + 9 = 24

Sir Thomas the Benevolent |

Thom asks around the pubs by the university for anyone knowing where to find scrolls of speak with dead. diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25
Looking at speak with dead, it can only be used once a week. Provided we find a way to cast it, should we do so now or wait and do it at the trial?
Thom will also ask around about the rules concerning the trial, a university pub seems as good a place as any for this type of thing. diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26

GM Bold Strider |

Realizing the limitations of Speak with Dead, you find the lawyer for Andrew once more and detail your findings about everything. He nods and thinks about the implications. "Good. Y-y-you've found something. The Ph-ph-pharasmins run the show, so they will be able to call forth the dead spirits at trial. Do y-y-y-you have any other leads?" he asks as he takes the severed head and the bones of the dead children from you.

Sir Thomas the Benevolent |

At the sanctuary we found:
An iron bracelet with silver filigree work depicting a moon eating an owl.
One unbroken vial that has rolled into a corner. The label on the vial is very damp, but the words “Vorkstag and Grine, Chymickal Bleach” are still clearly visible.
A slightly melted gold belt buckle.
Bodies of several patients
Dr Brada's body
In Hergstag we found:
Below the scarecrow, you find a small 10' wide cave. Investigating inside, you find the skeletal remains of four children. -The bones did not show any signs of damage.
The group finds a large, deserted boarding house. The group investigates the house but finds nothing to not aside from a small boy's room that appears to not have been touched during the rapid departure.
Five other children's rooms left completely intact.
At the island in the swamp we found.
The corpse wears a colorful patchwork coat with numerous pockets holding an oil of keen edge, a package of bodybalm (Adventurer’s Armory 9), a silver hip flask still containing brandy worth 30 gp, and a crimson felt purse containing 31 pp and 22 gp. A masterwork shortsword and a wand of ghost sound (22 charges) lie in the nest nearby.
At the coracle (a small, circular one-person boat), Gaarm pulls up a heavy sack. The sack is very large (big enough to hold a Medium-sized humanoid) and has dried blood soaked into its fabric. The sack holds some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.
Detached human face.
An unidentified vial.

Sir Thomas the Benevolent |

I would like to have speak with dead done on Dr Brada as well as one of the children, perhaps the girl Ellsa whose body the beast was carrying. I would also like to identify who the detached face belonged to.
I am also curious who the gold belt buckle belonged to and what is in the vial we found in the swamp.

Gaarm |

Gaarm nods enthusiastically. Perhaps we do stand a chance if the court is able to speak with the dead. If they are willing to that is.
The dead have to have proof that Andrew is innocent.
He remains silent as he can't think of much more to add to Sir Thomas' account. Is there any more we can do to help? Or just show up to the trial in the morning?

Naxx |

"I'm sure there's more we can do...but I have no clue what that could be......"

GM Bold Strider |

The lawyer writes down everything you have told him and takes what evidence you have gathered and places it into a nearby box. "This is all great as we didn't have this information before, but it doesn't seem that there is much to exonerate the Beast from these crimes. Additionally, his crime of breaking and entering is still likely to stand as he was caught in the act."
The man fingers the unbroken vial and looks pensive before his face brightens. "Perhaps y-y-you should investigate th-this place: Vorkstag and Grine. It is in town. Y-y-you can find it by th-the smell." he stutters with a chuckle.

Sir Thomas the Benevolent |

Do you have reason to suspect them? What should we look for while there? Thom asks. His mind trying to place the clues together.

Sir Thomas the Benevolent |

One nice thing about play by post is we can go back and look at all the clues we found. Small details may have been forgotten without scrupulous note taking in a table top adventure.

Naxx |

Naxx looks at the others
"It seems like as good as an idea as anything. Let's go there"

Gaarm |

Why would we check out Vorkstag and Grine? What would we even ask them? Gaarm huffs, exhausted and tired.

Sir Thomas the Benevolent |

Thom lays a hand on Gaarm, removing his fatigue. Let us push on. A bit more.

Sir Thomas the Benevolent |

Thom will look at the party with a concerned look and lead the group on its way to Vorkstag and Grines.
We should take a quick accounting of what resources we have left. It has been a while since we have been able to recover any. I am out of LoH and channels but I have almost all of my spells. I think I am still "combat effective" how is everyone else?

Gaarm |

Gaarm shrugs his shoulders and follows Thomas. With Thomas' kind words Gaarms fatigue is lifted from him, though only for the moment.
Gaarm is only half depleted

Nizvit the Kobold |

i cant check all my stats at the moment. On my phone. But he still has a few spells left. And all his daily uses of his bloodline
-Posted with Wayfinder

Naxx |

"There might be other unknowns though...that's kind of the point of it being an unknown...but I can see your point"
Should be ok to go

Sir Thomas the Benevolent |

Thom will ask for directions as needed diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18 and lead the team to Vorkstag and Grines. If there is a knocker he will say a quick prayer and then rapt on the door.

Gaarm |

Gaarm isn't the quickest at realizing the obvious, though he just pretends and plays along. Sure, fine. We will go and check it out.
Grabbing his pack again he heads out following the rest to Vorkstag and Grines.

GM Bold Strider |

As Sir Thomas asks around town about the Chymic Works, he finds that it is a bit of a mystery. He finds out that Vorkstag and Grine are well-respected merchants, but Grine is a peculiar-looking fellow, though gnomes are that way, you know, though, no workers are ever seen going on shift at the chymic works, but the smoke from the chimney never stops. Odd that.
A tall, iron chimney belches yellow clouds into the sky from this small brick factory. Large leaded windows arch in a dozen places on its outer walls, but they are so begrimed as to be opaque. A large gate seems to block entrance to an inner courtyard. The building has two floors and a tower, topped by a lightning rod.
Characters coming within 60 feet of the chymic works can smell the acrid fumes coming from the chimney. A DC 10 Craft (alchemy) check identifies the smoke as a byproduct of acid and bleach production.
The iron chimney is very difficult to climb (DC 30 Climb check) and rises 40 feet from the roof above the vats (area E4). The outer walls of the building are masonry, made of local brick (DC 25 Climb check). All of the windows in the building are so blackened they cannot be seen through, and all doors are good wooden doors (hardness 5, hp 15, Break DC 18 if locked). The floors are stone, except for the upper levels, which have wooden floorboards supported with iron beams.
A twenty-foot-high stone wall, topped with broken glass, surrounds a small courtyard before the workshop. A heavy oak gate bars entry beneath a sign proudly proclaiming “Vorkstag and Grine, Chymic Works.” A bell hangs by one side of the gate.

Sir Thomas the Benevolent |

Thom will ring the bell and wait a moment. We may as well be polite. he says to his friends in a low voice. No reason to expect any wrongdoing at this point and they may be able to help point us in the right direction.

Sir Thomas the Benevolent |

We have just come for a chat, was hoping you could help us with a bit of a mystery. Unfortunately it is a bit urgent, do you mind letting us in?diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17 While talking, Thom tries to ascertain the state of the man's soul detect evil

Nizvit the Kobold |

"Yezz. As he zzaid. Urgent. Peoplezzz livezz in balanze. Pleazzze?" the small kobold adds to the plea
Aid Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21
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Naxx |

Naxx sniffs the air as we approach
Craft can be untrained: 1d20 + 0 ⇒ (15) + 0 = 15
"Smells like a product of acid and bleaching around here"
--------------
"Yes, we would just like to have a nice chat. If you'd be willing to talk to us"
Aid on Diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10

Gaarm |

Concerns a man's life! Just a couple of questions and we will be gone. Gaarm grunts.

Sir Thomas the Benevolent |

There is a darkness in that man's heart. But I am not sure what we can do at the moment. Thom says the group.
Calling out to the man, If you do not wish for us to come in, why don't you come and speak with us down here? Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25

Gaarm |

See if maybe there is another way in or maybe he left the door unlocked and slightly ajar, inviting us in? Gaarm suggests sheepishly as he jiggles the handle.

GM Bold Strider |

The strong wooden gate is barred at all times (hardness 5, hp 20, Break DC 25) unless a collection or delivery is expected. The wall is made of brick (DC 25 Climb check) and topped with broken glass. Each PC climbing over must make a DC 18 Reflex save or take 1d6 points of damage.
If you circle the building, you see tiny windows around the building, but none big enough for even Nizvit to enter, however there are no other doors.

Sir Thomas the Benevolent |

What legs authority do I have to enter. Does the judge asking me to investigate count as legal authority here?

Karu the Kobold Strider |

You have no legal authority in Lepidstadt.
-Posted with Wayfinder

Nizvit the Kobold |

"Nizzzvit can burn through door? Yezzz? " he tries to suggest something he finds helpful and fun
-Posted with Wayfinder

Gaarm |

Gaarm places a hand on Nizvits shoulder. You do that and we will be sitting on trial with Andrew.
He thinks back to his days of being a guard. Though shortlived he learned a bit. Maybe we can speak to the Magistrate and get some sort of warrant to go in?

Sir Thomas the Benevolent |

Yes, but I must uphold the law. I can not simply break and enter. I will need a reason to suspect wrong doing before I will enter.

Gaarm |

Your evidence is that you found a vial with the Chymist's brand on it at a crime scene? I mean, that's like saying you found some Nabisco Elf Cookies and you want to get a warrant for Nabisco, right? ;-)
Sounds good. I just assumed it was coincidence. As in a bottle of CLW from the local clergy's stamp on it. Now I want some elf cookies.
Thomas, we gotta go in. These guys' bottles were at the crime scene. They gotta have something to do with it!